• Title/Summary/Keyword: 광고표현요소

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Visual Narrative Strategy of Game Promotion: Comparative Analysis of Dead Island and Dead Island 2 Trailers (게임 프로모션 시각 내러티브 전략: <데드 아일랜드>와 <데드 아일랜드 2> 예고편 비교 분석)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.249-269
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    • 2017
  • Promotion and marketing, which are essential to lower the investment risk and maximize commercial profit in the video game market. Game developers and publishers set up public relations strategies to encourage potential consumers' needs. Considering characteristics of video game, the trailer, which is the animated image advertisement material, could occupy a key position in its promotion and marketing plan. Cinematic spectacles and attractive narratives are essential ingredients for game trailers, which are usually produced in 3D animation. Dead Island is an open world first person shooters (FPS) game released in 2011. When launched, it grabbed a great attention with a trailer, awarded the Golden Lion Prize for the best internet film at the Cannes Lions International Festival of Creativity. The game was a commercial success and several spin-offs were producted. In 2014, its publisher, Deep Silver showed the official trailer of Dead Island 2 at Electronic Entertainment Expo, the world's largest game show. Dead Island 2 was scheduled to be released in 2016, but has been now delayed until 2018. This study compares and analyzes two trailers of Dead Island 1 and Dead Island 2. We examine the narrative structure of the trailer for the sequel promotion of a successful game. The differences between the two could be useful for building a promotion strategy of other game series.

A study on the effect that brand image in sports equipment gets in consumer product purchase (스포츠용품에 있어서 브랜드 이미지가 소비자 제품구매에 미치는 영향에 관한 연구)

  • 윤선영;전성복
    • Archives of design research
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    • v.16 no.2
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    • pp.385-394
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    • 2003
  • Modem market's tendency is displaying brand strategy of Corporation sells product and consumer buys rand'.Brand acts by intermediate that reflect consumer's request and experience and attach product and consumer hat produce. Successful brand intended strategy empirical esthetics enemy, and consumer recognizes brand to novel experience and think by one fixed idea (awareness). any corporations wish to get maximum effect into minimum investment expense that reduce huge public elations and advertisement charge. Do to incuse impression for product brand through direct interview with consumer at purchase visual point, and do function hat drive purchase and the importance great rawly. Therefore, sight expression of brand image must be able to from immobile one impression in consumer's spirit being inked nearly with brand .Brand that situate by affirmative impression once can arrive in purchase by brand without alternative information being withdrawn by consumer's emory. Solution of visual expression for this being city cornification laying stress on logo and mark of brand as central element of brand image, speak as communication actor who back this. This to be Dija as direction that product and connection are deep before meaning that is sight language enemy who allow fetters special quality and the seniority in age sex language enemy of brand as ell as have direction of by methods method for problem solution present can .Therefore, relation with brand image analysis of sports equipment and consumer product purchase that this research forms market economy theoretical investigating to be effective and present direction that is image-making to be consistency this the purpose be.

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Reusable Multi-story 3D Animation (재구성이 가능한 멀티스토리 3D 애니메이션)

  • Kim, Sungrae;Kim, Ho Sung;Tak, Ji-young;Park, Ji-en;Lim, Sun-hyuk;Kim, Soosanna;Lee, Kyu-seon;Lee, Ji-hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.238-242
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    • 2007
  • The existent UCC sites display only finalized contents by publisher. It dose not provide any platform for resources of UCC that public users could reorganize. This paper has developed a platform to be able to produce reusable content using the scenes of the contents and produced a 3D animation with multiple story. It is necessary for user to search the provided contents for easy reorganization of the contents. The scene is classified by the description and information of the scene for handy search. It is obscure for a movie clip to be represent with only one word. Therefore, the proposed platform provides the search technique with a overlapping choice for the specific categories that include most of elements for the scene. Then the user can choose a specific range of the selected movie clip, make a new story with reorganizing the order, and put a caption or BGM on the movie clip. The complete movie clip has the search preferences as a category, new clips, and top favorites. With the Multi-Story line concept, we made a 3D animation about episodes of thermal dolls in the Doll World. This attempt will come to the new marketing way for a field of the visual media like as Music Video, Drama, Feature Film, Commercial Film.

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A Study on the Factors Influencing the Acceptance of K-pop Short-form Video Created by Chinese Influencers - Focusing on Chinese TikTok Users (중국 인플루언서들의 K-pop 짧은 동영상 수용에 영향을 미치는 요인에 관한 연구 - 중국 '틱톡' 사용자를 중심으로)

  • Liu, QuanQuan;Yu, Sae-Kyung
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.28-36
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    • 2022
  • This study analyzed 284 K-pop song and dance cover short-form videos recreated by Chinese influencers uploaded on TikTok, to explore which reform factors of image similarity, language similarity, the extent of audience participation leading, the extent of lyrics or subtitles translated into Chinese, PPL disclosure, the length of video and the reputation of influencer affected Chinese TikTok audiences' reactions - number of "Likes," "Comments" and "Shares." The results showed that only the "reputation of influencer" was significantly affected the number of "Likes" which estimated as a relatively passive response, but the other factors affected the number of "Comments" and "Shares" significantly which estimated as more active responses. The more an influencer is perceived as not similar to the singer in terms of image the more comments were posted. And the videos expressed in Korean archived more comments and shares than those lyrics or subtitles translated into Chinese. This study is meaningful in that it confirmed the necessity of influencers in the globe diffusion of K-pop, by specifically analyzing the audience's reactions according to the characteristics of UCCs created by local influencers using short-form video platforms.

RELIABILITY AND VALIDITY OF A KOREAN EMPATHY CONSTRUCT HATING SCALE (한국인의 공감 측정 도구에 관한 연구)

  • KIM, MOON SIL
    • Journal of Korean Academy of Nursing
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    • v.18 no.1
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    • pp.26-33
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    • 1988
  • 내담자와 상담자간의 관계형성 추진에 관한 연구가 C. Rogers에 의해 시작된 이래, 돕는자 또는 상담자가 가져야 할 주요 조건으로서 공감, 존중, 온정, 확고부동함, 진지성, 자기노출, 직면반응 등을 들고 있으며 이중 둘 또는 세 요소 등을 선택하여 그 효과를 보고 있으나 역시 가장 주요한 요소로써는 공감을 들고 있다. 공감에 관한 연구는 그 본질의 정서적 측면, 인지적 측면 또는 복합적인 측면을 강조하면서 시도되고 있으나 간호원은 돕는자로써 환자의 문제해결을 위한 전수자적 역할을 해야한다는 점을 고려할때 간호현상에서의 공감에 관한 연구는 복합적인 측면을 강조하는 공감이 어 야 한다고 생각한다. 간호학자들도 간호원의 돕는 행위중 주요 요소로써 공감을 들고 있으며 특히 Lamonica는 공감측정을 위한 도구를 개발하였으며 공감이란 환자가 간호원이 환자의 입장을 이해하고 도와준다는 사실을 인지하고 그 고마움을 표현하는 것을 의미한다고 하였다. 본 연구자는 간호원-환자간의 촉진적 관계형성을 위한 교육내용 개발에 대한 기본 연구로써 한국인의 공감 정도를 측정할 수 있는 도구개발의 중요성을 느껴 Lamonica 의 공감측정 도구를 번역하게 되었다. 본 연구의 구체적인 목적은 미국문화권에서 사용되는 공감측정 도구가 한국인에게 적합하고 의미있게 번역되었는지를 확인하고 또한 한국인이 인지한 공감에 대한 탐색을 하는데 있다. 위 목적달성을 위하여 횡문화적 연구과정을 통한 개념분석, 도구 개발에 대한 통계분석을 시도하였다. 한국인의 공감 개념 분석을 위하여 미국 텍사스 오스틴에 있는 한국인에게 공감의 뜻, 동의어, 어떤 경우에 공감을 느꼈는지, 어떤 경우에 비공감적임을 느꼈는지를 물은 결과 한국인이 갖는 공감의 의미는 미국인의 것과 유사하지만 그 표현방법의 차이가 있음을 알게 되었다. 따라서 두 국가에서 사용되는 공감의 의미가 유사하고 또한 간호학자인 Lamonica가 개발한 공감측정 도구를 한국인에게 사용하는데 무리가 없을 것으로 판단되었다. 도구의 번역은 텍사스 주립대학 박사과정 지원생인 임상 심리 학자에게 의뢰하고 그 정확성을 판단하기 위해 인간을 대상으로 하는 학문을 연구하는 한국인(간호학, 사회학, 신문방송, 광고학, 심리학 전공)에게 그 정확성 유무를 물어 최고 27점, 최하 9점중 22점 미만인 문항에 대해서는 미국 간호학자와 의논하여 수정ㆍ보완하였다. 그 후 일반인으로 간주되는 한국인에게 그 도구의 이해 여부를 확인한 후 통계분석을 시도하였다. 대상자는 미국 텍사스 오스틴에 거주하면서 한국을 떠난지 3년 미만인 성인 45명을 대상으로 하였다. 2차에 걸친 자료수집 과정상 5명의 자료는 분석 불가능하다고 판단되어 총 40명의 자료를 spss- X를 이용하여 cronbach's alpha, test-retest stability, intercorrelation matrix 분석을 통한 결과는 다음과 같다. 1) cronbach's alpha는 1차 .9353 2차 .9666으로써 문항의 동질성을 보였고, 3, 4주 간격으로 행한 test-retest stability는 .7619(p=000)이였다. 2) 반면에 intercorrelation matrix에서는 역관계 또는 무관계를 보였으며 84문항중 26문항의 item-to-total correlation값이 .35미만이었고 이 중 16문항은 .30 미만이었다. 이들을 제외한 68문항과 58문항의 각각의 item-to-total correlation간은 .96이었고 test retest stability 역시 .76으로써 84문항 전체에 관한 값과 유사하였다. 3) 역상관 또는 무상관의 값을 보인 문항을 미국 간호학자와 재검토한 결과 본래 문항에서의 단어 의미가 복합적이거나 불분명한 것이었고 또는 미국 문화권에서 사용되는 특이한 용어임을 알 수 있었다. 따라서 한국인 공감 측정 도구의 타당성을 높이기 위해 역통역을 시도하였다. 그후 공감에 관한 연구를 하고 있는 미국 학자에게 그 정확성을 판단하여 최종적으로 58문항이 한국인 공감측정 도구로서 적합하다는 판단을 하였다. 위 결과를 통한 결론 및 제언은 다음과 같다. 인간의 행위는 조건화된 문화권에 따라 다를 수 있으며, 이것은 같은 현상을 인지하는데도 영향을 미치게 되며 본 연구와 같이 어떤 현상에 대한 횡문화적 연구는 그 행위를 이해하는데 도움을 준다. 그러나 한국에서 간호에 대한 연구가 한국적 토착화 과정에 있으므로 그 연구 방법이나 도구사용이 서구의 것을 도입해야 하는 입장을 고려할 때 도구번역 과정은 원래의 의미나 함축성을 내포한 번역이어야 하며 소홀히 해서는 안될 과정임을 재확인되었다. 또한 추후 연구로써 다양한 계층의 다수를 대상으로 한 한국인 공감 측정 도구의 타당성을 재확인해야 하며 요인분석을 시도할 필요성이 있다고 사려된다.

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A Study on Tecktonik Culture and Fashion (테크토닉 문화와 패션에 대한 연구)

  • Kwon, Sang-Hee;Ha, Ji-Soo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.6
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    • pp.869-879
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    • 2009
  • The purpose of this study is to understand the Tecktonik culture and fashion, and to compare its features in Korea and France. Unlike prior studies which mainly dealt with subcultures in the U. S. and the U. K., this study paid attention to the condition of Korea. Tecktonik is a dance and music craze that originated in France in 2000, and spread worldwide via the Internet. The main features of Tecktonik fashion are slim fit, vivid colors, and high-top sneakers, which represent current fashion and culture trends, and express the feeling of Tecktonik music and dance. Compared to France, Korean Tecktonik fashion emphasizes sexual attraction of women with short skirt, while men are conservative about mohican hairstyle and dark make-up. In France, Tecktonik has become a sound social amusement, while in Korea it has been used for advertisements or entertainer's fashion style. The subcultural characteristics of Tecktonik were identified as playfulness, the active use of digital media, and high commercial value. In France where Tecktonik is for participating in a joyful dance, playfulness is prominent, and in Korea where Tecktonik acts as a visual entertainment, commercial value is outstanding. It has made differences in Tecktonik fashion of the two countries.

Automatic Generation of Information Extraction Rules Through User-interface Agents (사용자 인터페이스 에이전트를 통한 정보추출 규칙의 자동 생성)

  • 김용기;양재영;최중민
    • Journal of KIISE:Software and Applications
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    • v.31 no.4
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    • pp.447-456
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    • 2004
  • Information extraction is a process of recognizing and fetching particular information fragments from a document. In order to extract information uniformly from many heterogeneous information sources, it is necessary to produce information extraction rules called a wrapper for each source. Previous methods of information extraction can be categorized into manual wrapper generation and automatic wrapper generation. In the manual method, since the wrapper is manually generated by a human expert who analyzes documents and writes rules, the precision of the wrapper is very high whereas it reveals problems in scalability and efficiency In the automatic method, the agent program analyzes a set of example documents and produces a wrapper through learning. Although it is very scalable, this method has difficulty in generating correct rules per se, and also the generated rules are sometimes unreliable. This paper tries to combine both manual and automatic methods by proposing a new method of learning information extraction rules. We adopt the scheme of supervised learning in which a user-interface agent is designed to get information from the user regarding what to extract from a document, and eventually XML-based information extraction rules are generated through learning according to these inputs. The interface agent is used not only to generate new extraction rules but also to modify and extend existing ones to enhance the precision and the recall measures of the extraction system. We have done a series of experiments to test the system, and the results are very promising. We hope that our system can be applied to practical systems such as information-mediator agents.

Theater Reservation System Using SVG(Scalable Vector Graphics) (SVG(Scalable Vector Graphics)를 활용한 극장 예약 시스템)

  • Jeon, Tae-Ryong;An, Seong-Ok
    • The Journal of Engineering Research
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    • v.5 no.1
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    • pp.17-35
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    • 2004
  • Svg(Scalable Vector Graphics) is xml graphic standard recommended by E3C as a language based on xml to express two-dimension graphic. Svg can accommodate all Xml's patency and advantage of interoperability, and can used as various web applications being combined with other xml language. In addition, Svg can be applied to the fields of electronic commerce, geographical information, computer education and advertisement because it can produce high quality of dynamic from real-time data. SVG's application can be enhanced by linking with database. In this paper, we discuss how Svg can be utilized in theater reservation system, not just explaining svg's meaning or ability. Svg added graphic advantage in addition to xml's advantage. This means that svg retains not only graphic element but also xml's softness. It becomes easier to designate seats and add them. Current reservation system provided in general only information on time and price for a ticket, but the system using SVG in this paper provides additional information on position, price, cancellation and purchase availability of seat.

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A Study on Comparison of the Color Characteristics in Traditional Streetscape between South Korea and China - Focused on Insadong Seoul and Xintiandi Shanghai- (한·중 전통을 주제로 한 가로경관색채 비교연구 - 서울 인사동, 상해 신천지(新天地)를 중심으로 -)

  • Shu, Joo Hwan;Zhu, Lin
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.29 no.3
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    • pp.97-105
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    • 2011
  • In the modern urban landscape design, historical and cultural factors are drawing more and more attention in addition to the factor of beauty. To evaluate an urban landscape design, it's quite important to explore the history and culture background of the city. Color of a city reflects the city characteristics and shows the city image. Color planning has become an important part of city landscape design nowadays. A harmonious landscape cannot be without a unified color planning. The color planning should take not only the integrity but also the regionality into consideration. Color planning has a profound impact on public life. This paper studies on streetscape color of two famous places which are Seoul Insa-dong and Shanghai Xintiandi. According to the empirical and comparative study, this paper will give on-site assessment and comprehensive evaluation. Furthermore, this paper will indicate the differences and similarities of the traditional Streetscape of South Korea and China, using the color theories of Korea Image Resource Institute. This survey results will be helpful to the urban landscape color planning.

The Effects of Bundle Price Discount Framing and Message Framing on Consumers' Evaluation of Bundle Component (번들가격할인 프레이밍과 메시지 프레이밍이 소비자의 번들구성제품에 대한 평가에 미치는 영향)

  • Park, Sojin
    • Asia Marketing Journal
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    • v.13 no.3
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    • pp.55-77
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    • 2011
  • This study investigate the interaction effects of bundle price discount framing and message framing on consumer's attitude of bundle component. Although each effect of bundle price discount framing and message framing has been explored individually, few attempts have been made to invest them jointly. This study tests the interaction effects of bundle price discount framing and message framing on consumer's evaluation of bundle component. Moreover, this research focuses on consumer's evaluation of individual bundle component while the existing research on bundling primarily focused on consumer's evaluation of the bundle. Prior research suggests that consumers are sensitive to the framing of prices and discounts in the presentation of the bundle offer. For example, there is considerable evidence that partitioning or consolidating the prices of a bundle can influence the attractiveness of the bundle offer. Similarly, there is evidence that an equivalent price reduction to the overall bundle, one of the individual products in the bundle, or distributed among the individual products in the bundle can alter the perceived attractiveness of the offer (e.g. Chakravarti, Krish, Paul, and Srivastava 2002; Hamilton and Srivastava 2008; Janiszewski and Cunha 2004; Johnson, Herrmann and Bauer 1999; ; Morwitz, Greenleaf, and Johnson 1998; Yadav 1994; 1995). In line with these earlier research, this research suggests that the bundle type can influence the consumer's evaluation of bundle component. There are two types of bundle - mixed-leader bundle and mixed-joint bundle. In mixed-leader bundling, the price of one of the two products is discounted when the other product is purchased at the regular price. In mixed-joint bundling, a single price is set when the two product are purchased jointly. This study supposes that the teeth whitening product is the leader product in a mixed-leader bundle. So bundle price discount framing is manipulated such as "Buy the teeth whitening product (regular price \80,000) and get 50% discount on the functional toothpaste(regular price \40,000), special set price \100,000" or "Buy the functional toothpaste and the teeth whitening product as a set and get discount for the set, special set price \60,000". Message framing is manipulated through the product claims described in an advertising bill. The positive framing presents that "Over 95% of users achieved the expected 2-3 shades of improvement in two weeks" where as the negative framing presents "less than 5% of users did not achieve the expected 2-3 shades of improvement in two weeks". This study uses hypothetical brand name of the teeth whitening product and the functional toothpaste This study is based on a 2x2 factorial design with bundle discount framing (mixed-leader bundle vs. mixed-joint bundle) and massage framing (positive vs. negative). The dependant variables are consumer's perceived quality and attitude of the teeth whitening product The data reveals that two dependant variables are correlated, so the data is analyzed with two-way MANOVA. This research explores the significant interaction effect of bundle discount framing and message framing on consumer's perceived quality and attitude of the teeth whitening product. When the message framing is positive, consumer's perceived quality and attitude of the teeth whitening product is higher in mixed-leader bundle than mixed-joint bundle condition. However, when the message framing is negative, consumer's evaluation is higher in mixed-joint bundle than mixed-leader bundle. The author explains this result by stating that consumers are less likely to use heuristics such as price-quality association and value discounting hypothesis(Raghubir 2004) in the negative message framing condition. Additionally, consumer's perceived risk of the teeth whitening product in the negative message framing condition can be more reduced by the bundle partner(e.g. the toothpaste) in mixed-joint bundle than mixed-leader bundle. Based on the results, marketing managers are advised to use different bundle type based on message framing of their product.

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